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Gen 3 SB2 server preparations

Discussion in 'Ruins of Alph' started by eric the espeon, Dec 31, 2009.

  1. eric the espeon

    eric the espeon maybe I just misunderstood
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    A few times I have seen people display interest in playing ADV on an active good simulator, and SB2 seems to provide the perfect opportunity to make this a reality. Apparently it will be much easier to makes changes to the game mechanics on SB2 than SB1, and there seem to be very few complex changes between the generations (with the notable exception of Hidden Power being sometimes special and sometimes physical, and Choice lock's effect changing subtly). Other than those two it should be a matter of writing up a new species file, collecting the minor differences, and removing everything new.


    • Remove all DP Pokemon
      Pokemon (open)
      Abomasnow
      Ambipom
      Arceus
      Azelf
      Bastiodon
      Bibarel
      Bidoof
      Bonsly
      Bronzong
      Bronzor
      Budew
      Buizel
      Buneary
      Burmy
      Carnivine
      Chatot
      Cherrim
      Cherubi
      Chimchar
      Chingling
      Combee
      Cranidos
      Cresselia
      Croagunk
      Darkrai
      Deoxys-A
      Deoxys-D
      Deoxys-S
      Dialga
      Drapion
      Drifblim
      Drifloon
      Dusknoir
      Electivire
      Empoleon
      Finneon
      Floatzel
      Froslass
      Gabite
      Gallade
      Garchomp
      Gastrodon
      Gible
      Giratina
      Giratina-O
      Glaceon
      Glameow
      Gliscor
      Grotle
      Happiny
      Heatran
      Hippopotas
      Hippowdon
      Honchkrow
      Infernape
      Kricketot
      Kricketune
      Leafeon
      Lickilicky
      Lopunny
      Lucario
      Lumineon
      Luxio
      Luxray
      Magmortar
      Magnezone
      Mamoswine
      Manaphy
      Mantyke
      Mesprit
      Mime Jr.
      Mismagius
      Monferno
      Mothim
      Munchlax
      Pachirisu
      Palkia
      Phione
      Piplup
      Porygon-Z
      Prinplup
      Probopass
      Purugly
      Rampardos
      Regigigas
      Rhyperior
      Riolu
      Roserade
      Rotom
      Rotom-C
      Rotom-F
      Rotom-H
      Rotom-S
      Rotom-W
      Shaymin
      Shaymin-S
      Shellos
      Shieldon
      Shinx
      Skorupi
      Skuntank
      Snover
      Spiritomb
      Staraptor
      Staravia
      Starly
      Stunky
      Tangrowth
      Togekiss
      Torterra
      Toxicroak
      Turtwig
      Uxie
      Vespiquen
      Weavile
      Wormadam
      Wormadam-G
      Wormadam-S
      Yanmega
    • Remove all DP items
      Items (open)
      Big Root
      Choice Scarf
      Choice Specs
      Damp Rock
      Destiny Knot
      Draco Plate
      Dread Plate
      Earth Plate
      Expert Belt
      Fist Plate
      Flame Orb
      Flame Plate
      Focus Sash
      Full Incense
      Grip Claw
      Glacidia Flower
      Griseous Orb
      Heat Rock
      Icicle Plate
      Icy Rock
      Insect Plate
      Iron Ball
      Iron Plate
      Lagging Tail
      Life Orb
      Light Clay
      Luck Incense
      Lustrous Orb
      Meadow Plate
      Metronome
      Mind Plate
      Muscle Band
      Odd Incense
      Power Anklet
      Power Band
      Power Belt
      Power Bracer
      Power Herb
      Power Lens
      Power Weight
      Pure Incense
      Quick Powder
      Rasor Claw
      Rock Incense
      Rose Incense
      Shed Shell
      Sky Plate
      Smooth Rock
      Splash Plate
      Spooky Plate
      Sticky Barb
      Stone Plate
      Toxic Orb
      Toxic Plate
      Wave Incense
      Wide lens
      Wise Glasses
      Zap Plate
      Zoom Lens
      Berries (open)
      Occa Berry
      Passho Berry
      Wacan Berry
      Rindo Berry
      Yache Berry
      Chople Berry
      Kebia Berry
      Shuca Berry
      Coba Berry
      Payapa Berry
      Tanga Berry
      Charti Berry
      Kasib Berry
      Haban Berry
      Colbur Berry
      Babiri Berry
      Chilan Berry
      Micle Berry
      Custap Berry
      Jaboca Berry
      Rowap Berry
    • Change DP Mail to RS Mail
      DP (open)
      Air Mail
      Bloom Mail
      Brick Mail
      Bubble Mail
      Flame mail
      Grass Mail
      Heart Mail
      Mosaic Mail
      Snow Mail
      Space Mail
      Steel Mail
      Tunnel Mail
      RS (open)
      Bead Mail
      Dream Mail
      Fab Mail
      Glitter Mail
      Harbor Mail
      Mech Mail
      Orange Mail
      Retro Mail
      Shadow Mail
      Tropic Mail
      Wave Mail
      Wood Mail
    • Remove all DP Moves
      Moves (open)
      Acupressure
      Air Slash
      Aqua Jet
      Aqua Ring
      Aqua Tail
      Assurance
      Attack Order
      Aura Sphere
      Avalanche
      Brave Bird
      Brine
      Bug Bite
      Bug Buzz
      Bullet Punch
      Captivate
      Charge Beam
      Chatter
      Close Combat
      Copycat
      Cross Poison
      Crush Grip
      Dark Pulse
      Dark Void
      Defend Order
      Defog
      Discharge
      Double Hit
      Draco Meteor
      Dragon Pulse
      Dragon Rush
      Drain Punch
      Earth Power
      Embargo
      Energy Ball
      Feint
      Fire Fang
      Flare Blitz
      Flash Cannon
      Fling
      Focus Blast
      Force Palm
      Gastro Acid
      Giga Impact
      Grass Knot
      Gravity
      Guard Swap
      Gunk Shot
      Gyro Ball
      Hammer Arm
      Head Smash
      Heal Block
      Heal Order
      Healing Wish
      Heart Swap
      Ice Fang
      Ice Shard
      Iron Head
      Judgment
      Last Resort
      Lava Plume
      Leaf Storm
      Lucky Chant
      Lunar Dance
      Magma Storm
      Magnet Bomb
      Magnet Rise
      Me First
      Metal Burst
      Miracle Eye
      Mirror Shot
      Mud Bomb
      Nasty Plot
      Natural Gift
      Night Slash
      Ominous Wind
      Payback
      Pluck
      Poison Jab
      Power Gem
      Power Swap
      Power Trick
      Power Whip
      Psycho Cut
      Psycho Shift
      Punishment
      Roar Of Time
      Rock Climb
      Rock Polish
      Rock Wrecker
      Roost
      Seed Bomb
      Seed Flare
      Shadow Claw
      Shadow Force
      Shadow Sneak
      Spacial Rend
      Stealth Rock
      Stone Edge
      Sucker Punch
      Switcheroo
      Tailwind
      Thunder Fang
      Toxic Spikes
      Trick Room
      Trump Card
      U-turn
      Vacuum Wave
      Wake-Up Slap
      Wood Hammer
      Worry Seed
      Wring Out
      X-Scissor
      Zen Headbutt
    • Remove all DP abilities
      Abilities (open)
      Adaptability
      Aftermath
      Anger Point
      Anticipation
      Bad Dreams
      Download
      Dry Skin
      Filter
      Flower Gift
      Forewarn
      Frisk
      Gluttony
      Heatproof
      Honey Gather
      Hydration
      Ice Body
      Iron Fist
      Klutz
      Leaf Guard
      Magic Guard
      Mold Breaker
      Motor Drive
      Multitype
      No Guard
      Normalize
      Poison Heal
      Quick Feet
      Reckless
      Rivalry
      Scrappy
      Simple
      Skill Link
      Slow Start
      Sniper
      Snow Cloak
      Snow Warning
      Solar Power
      Solid Rock
      Steadfast
      Storm Drain
      Super Luck
      Tangled Feet
      Technician
      Tinted Lens
      Unaware
    • Edit learnsets of Pokemon to correspond with their ADV learnset. The species file format is here (warning HUGE page), I'll probably put up a separate thread for a group project to write it.
    • Undo the Physical/Special Split. Either change each move to it's correct type, or change the code so the phy/specialness of a move is determined directly by the type. If someone is available to do the second it would probably be much easier.
    • Switch mechanics need changing, the new Pokemon switches in directly after the old one is KOed rather than waiting until the end of turn.
    • Redo the effects of various moves, items, and abilities that changed between the generations. Partial list below.


    • Shadow Tag does not allow other Shadow Tag Pokemon to flee.
    • Hidden Power is not special when it is a physical type (see undo the Phy/Special split for more info).
    • Choice Band:
      • RS: "If a Pokemon holding a Choice Band uses Pursuit against an opponent that switches out on the Pursuit user's first use of Pursuit since it switched in, the Pursuit user can select a new move next turn."
      • DP: no such effect
      • RS: "If a Pokémon with this item is Tricked or uses Trick, it can select a new move next turn, even if the item that was given to it is another Choice item. If, however, the Trick comes before they use a move, then the Pokémon is still locked in as though no Trick had taken place. For example, Alakazam uses Trick while holding a Choice Band, then Ursaring uses Swords Dance (in the same turn), Ursaring would have to use Swords Dance next turn, but Alakazam could do anything, even if it gained a Choice Band in return."
      • DP:
        If a Pokémon with a Choice Band is Tricked by / uses Trick on a Pokémon that does not have a Choice item itself, the Pokémon that has the Choice item after the Trick will be free to use whatever move it wants on the next turn only if it went first. That Pokémon will be free to select whichever move it likes regardless of whether it was originally the Pokémon with the Choice item. The Pokémon that moved second will always be locked into whatever move it used on the turn it was Tricked if it is the one holding the Choice item after the Trick. However, if both Pokémon are holding a Choice item, and either Pokémon uses Trick, then both Pokémon will be locked in to whatever move they used on the turn of the Trick(s).
        For example, if Choice Band Jirachi is facing Choice Band Bronzong, and Jirachi uses Trick while Bronzong uses Stealth Rock, Jirachi will be stuck using Trick the next turn, and Bronzong will be stuck using Stealth Rock and therefore have virtually no reason to stay in, meaning Jirachi, if it decides to stay in, will have no choice but to Trick the Choice Band onto the incoming Pokémon (unless it has Sticky Hold or Multitype). To expound on this, if the Bronzong user switches in Swampert to the Trick, Jirachi would be free to use whatever it wants. But if it uses Trick again and Swampert stays in to do whatever, then the next turn, Jirachi will be forced to use Trick, and not something like Reflect or U-turn.
    • Sitrus Berry will heal 30 HP, not 25%
    • Counter affects all Hidden Powers, even special ones.
    • Remove Sand Storm SpD boost.
    • Remove "Acid Rain" glitch.
    • Remove the weather effects Gravity, Tailwind and Trick Room.
    • Remove Toxic Spikes and SR field effects.
    • Remove effects of Embargo, Heal Block, Lucky Chant, Aqua Ring (not required, but for tidiness's sake..).
    • Light Ball only doubles Special Attack.
    • Blizzard is not affected by hail.
    • Unlike in DP (but same as Pt and Battle Revolution) Thunder can't ever hit through protect in rain.
    • Volt Absorb does not absorb Thunder Wave (target becomes paralysed).
    • The Fire-type immunity to the burn status takes priority over Flash Fire, so Fire types can't absorb Will-O-Wisp.
    • Moves that hit all others in doubles have full power: Explosion, Selfdistruct, Earthquake, Magnitude.
    • Surf hits only opponents in double battles.
    • Struggle's recoil is 1/2 damage dealt, not 25% max HP.
    • Tracing or obtaining Intimidate does not cause it to activate.
    • Hi Jump Kick, no recoil from targeting Ghost-types, 1/8 recoil not 1/2
    • Tickle bypasses Substitute.
    • Substitute doesn't block Yawn.
    • All single type boosting items (like BlackGlasses) give only a 10% boost.
    Very simple move changes:

    • Outrage has 90 BP
    • Hi Jump Kick has 85 BP
    • Leaf Blade has 70 BP
    • Petal Dance has 70 BP
    • Fly has 70 BP
    • Dig has 60 BP
    • Dive has 60 BP
    • Zap Cannon has 100 BP
    • Rock Smash has 20 BP
    • Jump Kick has 70 BP
    • Flash has 70% acc
    • Recover has 20 PP
    • Absorb has 20 PP
    • Mega Drain has 10 PP
    • Giga Drain has 5 PP
    • Crunch has a chance to lower SpD not Def
    • Acid lowers Def, not SpD
    • Charge doesn't boost SpD
    • Stockpile doesn't boost Def or SpD
    • Taunt always and only works for 2 turns (wears off at the end of the turn after it is used, regardless of whether the user went first or second).
    • Overheat is a contact move
    • Lock-On has 100% acc (not always hits)
    • Foresight has 100% acc (not always hits)
    • Mind Reader has 100% acc (not always hits)
    • Spite reduces the target move by 2-5 PP
    • Various other PP and BP changes (post ones you find)
    New


    • You cannot have more than one form of Deoxys on a team since the form is determined by the game cartage you are using.


    What you can do to help

    There are still quite a few things to be worked out, for one someone will need to host the server. We also could do with a few people to volunteer to do some programming. When we start work on the species file there will be a lot of grunt work to do, writing it up and checking against various dexes. For now the most useful thing would be to find changes in moves, items, abilities, and other game mechanics and post them here (preferably with a source so I don't have to go tracking one down).

    I can't do this on my own, the help of everyone who wants to make this happen is needed. This is not currently an official project and will rely on public support to work.
  2. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    Incorrect. Hypnosis has 60% accuracy in RSE. The 70% accuracy is only a D/P thing.

    I will let you know if I find other mechanics stuff to change.
  3. RBG

    RBG It feels like a perfect night to dress up like hipsters
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    # Undo the Physical/Special Split. Again, need to work up a big list of what needs changing. Much easier than move checking though.

    This will be easier to do by altering the code to judge based on the move type. That would make it work with Hidden Power much better

    Recover had 20 PP in Gen 3
    Dig had 60 BP
    Fly had 70 BP
    Dive has 60 BP

    You also need to edit the mechanics for when a Pokemon comes in, (i.e. A pokemon comes in right away after a previous is knocked out, so it would get leftovers recovery the turn it switches in I believe.)
  4. cantab

    cantab

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    Doubles' KOs are quite different. In RSE, a KO'd Pokemon is immediately replaced. It can then potentially be hit by a subsequent move. In the extreme case, Team A can knock out both of Team B's Pokemon with a move like Surf or Earthquake, then knock out both replacement Pokemon with the same move. (I think RB Golbat mentioned this above; the difference is much more noticeable in doubles than in singles)

    Surf only hits the opponents, not the ally.

    Flash is lower accuracy, 70% I think.

    Lock on moves (Lock On, Mind Reader, Foresight, and Odour Sleuth I think) have finite accuracy, meaning they can miss.

    No Pokemon can be at level 1. Bred Pokemon cannot be below level 5. (Admittedly this isn't too relevant.)

    Secret Power and Nature Power have different effects in RSE than in DDPt. I'm not sure what terrain Shoddy assumes - if it's building, then Nature Power becomes Swift, not Tri Attack as in gen 4.
  5. supermarth64

    supermarth64 Here I stand in the light of day
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    Hi Jump Kick has 85 power in RSE, 100 power in DPPt.
  6. Jibaku

    Jibaku Not taking FS requests atm.
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    - Counter should affect all Hidden Power, regardless of type.
    - Moves that hit all targets in doubles have full power (Explosion, Earthquake)
    - Moves that hit both opponents in doubles have half power (Surf, Rock Slide)
    - Zap Cannon has 100 BP
    - Rock Smash has 20 BP
  7. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    Crunch lowers Special Defense, not Defense. Shadow Ball still lowers Special Defense, though.
  8. dbolt

    dbolt

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    - Absorb has 20 PP
    - Mega Drain has 10 PP
    - Giga Drain has 5 PP
    - Jump Kick has 70 BP
    - Acid lowers Defense, not Special Defense
    - Charge doesn't boost Special Defense
    - Stockpile doesn't boost Defense and Special Defense
    - Taunt only works for 2 turns
  9. AJC

    AJC

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    you won't get damaged when using high jump kick or jump kick on a ghost type pokemon it will just have no effect unlike in 4th gen were you will take damage i also belive the self damage formula is diffrent from 4th gen but i can't remember for sure.

    Spite randomly deletes 2-5 PP from the foe's last move unlike 4th gen where the foe always loses 4.

    Nature power is always Swift in link battles because link battles terrain is always set to stadium

    Secret Power effect is always PAR in link battles for the same reason above

    Intimdate doesn't activate when a pokemon gains it via skill swap and trace due to the way Intimdate is coded in 3rd gen.

    Volt absorb doesn't work on T-wave and the move takes effect.

    Overheat on the 3rd gen carts is a Contact move for some reason.

    Tickle bypasses and hits thru a Sub.

    Fire types Immunity to Burn takes Priority over Flash Fire making Will-O-Wisp unable to activate Flash Fire on fire types.

    thats all i can remember of the top of my head.
  10. eric the espeon

    eric the espeon maybe I just misunderstood
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    Great finds everyone! Keep it up. I've added everything that I can find confirmation for to the OP.

    That would be a much better solution if a programmer is available who can make that change.

    This disagrees with the Smogon dex, do you have a source?

    I don't think that level restrictions are possible to program into SB2.

    Secret Power has the same effect in both gens on the link terrain (but Smogon's ADV page was kinda messed up, it had Wi-Fi and PBR terrains listed for the third gen.. fixed.).

    Confirmation, source, new formula?

    Getting conflicting info on this, the Smogon page says 4 for 4th gen, 1-5 for 3rd. Bulba is the same for 4th, but 2-5 for 3rd gen. Serebii very helpfully says "Opponent's last move loses 2-5 HP." for both generations... I suspect that it is 2-5, but since this goes against the Smogon page can someone check/confirm it? If Smogon is wrong I will edit the page.

    Again, conflicts with Smogon's page.
    Needs confirmation before I add it.

    Going to need confirmation, can't find it in any dexes.
  11. cantab

    cantab

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    A minor point here - there would in fact be a reason for Bronzong to stay in: to force Jirachi out unless it wants to have all its Trick PP stalled away, and then after Jirachi's out Bronzong can switch out without the incoming Pokemon being Tricked the Choice Band.
    Actually, I made a slight confusion. Foresight and Odor Sleuth have 100% accuracy - source: Bulbapedia. Those moves drop the opponent's Evasion to zero and remove the ghost types immunities.
    Mind Reader and Lock On, which have a different effect (ensuring the next move hits), I'm not sure about. I'll check in game and come back with the results.

    EDIT: Confirmed that in Pokemon Emerald, the in-game description of Lock On states is has 100 Accuracy, and that it can miss.(Tested with my Magneton after allowing a wild Trapinch to Sand Attack me)
    I'd assume Mind Reader would be the same, but I will try and check that fairly soon.
  12. AJC

    AJC

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    i've checked on my Ruby and Emeralds carts and everything i said works as i said

    and for HJK and JK miss recoil appears to be capped at 1/4 of the damage you would had dealt.

    tryed trace Gardevoir on a Gyarados dos intimdated got the trace message and no effect confirming

    tryed the same in emerald with Mightyenas same thing trace pokemon traces but the traced intimdate doesn't trigger.

    Then tryed skill swap after getting imtimdated which also caused nothing to happen which sould put the nail on this coffin.

    Spite indeed is randomly 2-5. it says so on the move discription

    the reason for the 3rd gen dex saying otherwise is because of some sorta copypaste job infact alot of the reasons your getting conflicting statements is because of the amount of copypaste.
  13. Redtype

    Redtype

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    When a Pokemon uses Struggle it takes 1/2 of the damage dealt to the opponent, not 25% of it's max. HP.
  14. eric the espeon

    eric the espeon maybe I just misunderstood
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    That's to do with the strategy/description, not the mechanics of the item so nothing needs to be changed for the server. Could be changed, but it's not relevant to this thread.

    The rest of the sources generally agree on 100 acc, not always hits so I'm adding it. Would still be good to have in game confirmation.

    The recoil is lower, but not 1/4 from anywhere I see. Set it to 1/8 as that is what all the sources say.

    If you mean capped at 1/4 of the target's max HP not the 1/2 in DP, please test and confirm.

    Have you tested tickle/sub?

    Added all others, keep them coming!
  15. Reflect Suicune

    Reflect Suicune

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    Saying "Taunt lasts two turns" is not quite correct, Taunt wears off at the end of the next turn, regardless of whether the user went first or second (somewhat similar to Wish in coding, I would assume)

    Also posting to confirm the Intimidate thing. It is definitely true that it does not work with Trace or anything else... if you don't already have the Intimidate ability when you switch out, it will not activate.

    I also faintly remember another issue with Intimidate and both sides switching simultaneously, but I really am not sure about that

    The whole "there is no target!" issue does not exist in RSE... RB Golbat mentioned it but I will elaborate.

    A fainted Pokemon is replaced immediately, and the turn continues as it would have had a Pokemon not fainted. Meaning Poison, Burn, Leftovers, etc... all still trigger for both sides, and the user that did not faint is still forced to use whatever attack they selected rather than simply skipping their turn

    Edit:

    Spite does in fact remove 2-5 as suggested.

    Also worth noting that Beat Up STILL runs off of Base Attack/ Defense, even though it is now of a Special-type
  16. AJC

    AJC

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    it was annoying to set it up but on the carts since no trainer in 3rd gen outside the battle tower/frontier uses sub and none of the natural learners of the move have it at the levels they can have in the wild (tested with Emerald and Ruby in link battles) i can confirm tickle is hitting past a sub in 3rd gen.

    this doesn't work in 4th gen.
  17. eric the espeon

    eric the espeon maybe I just misunderstood
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  18. Wichu

    Wichu ACUPRESSURE
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    I can do the GBA movesets and move power/accuracy changes if needed; I have the 3rd gen data availabe, and could convert it to the correct format. Event moves may need to be added by hand, though.
  19. Jumpman16

    Jumpman16 np: Michael Jackson - "Mon in the Mirror" (DW mix)
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    Is there any way that this can be married with the source code for SB2 that is already out there? ete and I talked about this briefly yesterday and we would love for those with actual programming ability to take charge of this endeavor so it can become an "official" project. Don't let ete's efforts go to waste!
  20. eric the espeon

    eric the espeon maybe I just misunderstood
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    That would be absolutely brilliant, would the lists you could make be derived from a single game or moves learned and taught across all the ADV games? Adding event moves (even including XD) would be vastly easier than writing up the list from scratch, or trying to edit the DP species file.

    Maybe it would be best to wait until the SB2 code is finished (or very, very close) before making changes, otherwise you need to keep track of all the changes and transfer them, and there may be some changes that cause our fixes not to work? I don't know for sure. Collecting lists of what needs to be changed will be helpful no matter how the project unfolds.

    And yes, if someone who can program and make this a reality wants to take this on I would be very happy for them to take change. If someone is willing to give this the "official" stamp it would also be great.

    I remember talking to Doug some time ago, iirc he said that it would be possible to implement multiple metagames on one server, but that it would be much more simple to have multiple servers. So that is probably what we should do, at least to start with.

    Edit: Also, Vader started this for RBY (off Smogon in a mildly chaotic way, it will be moved here at some point) a while back, and august expressed interest in leading a the GSC version of this on irc yesterday. Past generations here we come!
  21. RBG

    RBG It feels like a perfect night to dress up like hipsters
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    Do we know the exact formula for Damage in the past games?
  22. cantab

    cantab

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    This leads to something I'm interested in, which is the possibility of cross-generation play. Each generation has its own distinctive aspects, and being able to choose from them all might be really interesting - giving essentially nearly 1300 Pokemon to use. Obviously it's going beyond original game mechanics.
  23. eric the espeon

    eric the espeon maybe I just misunderstood
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    The RBY one is here (assuming their research is accurate). The order of variables should be the same for GSC since it was built of the same code, but we can't be totally sure. I don't know about ADV, it may well be the same as DPP.. but I have not found a site with enough detail to be useful.

    You would have to pick one set of game mechanics, and add the Pokemon from another generation to it.. it could be an interesting experiment (would GSC mechanics cause DPP to become a stallfest, even with the diversity?), and trying DPP Pokemon in RBY was actually one of the ideas of vader's project.. But it would almost certainly not become an at all widely played metagame, for the simple reason that it's "not Pokemon".

    What I would be very interested in would be the usage stats. As far as I am aware, there was never detailed or reliable usage stats at any point in Pokemon history until SB. Wonder how closely experience will tie into the new reality, and how accurate the old OU/BL lines will be.
  24. Xia

    Xia aka Lone Gansel
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    Working on the items list (using Serebii and Bulbapedia's item list for reference and listing all items with in-battle effects):

    Items (open)
    Big Root
    Choice Scarf
    Choice Specs
    Damp Rock
    Destiny Knot
    Draco Plate
    Dread Plate
    Earth Plate
    Expert Belt
    Fist Plate
    Flame Orb
    Flame Plate
    Focus Sash
    Full Incense
    Grip Claw
    Glacidia Flower
    Griseous Orb
    Heat Rock
    Icicle Plate
    Icy Rock
    Insect Plate
    Iron Ball
    Iron Plate
    Lagging Tail
    Life Orb
    Light Clay
    Luck Incense
    Lustrous Orb
    Meadow Plate
    Metronome
    Mind Plate
    Muscle Band
    Odd Incense
    Power Anklet
    Power Band
    Power Belt
    Power Bracer
    Power Herb
    Power Lens
    Power Weight
    Pure Incense
    Quick Powder
    Rasor Claw
    Rock Incense
    Rose Incense
    Shed Shell
    Sky Plate
    Smooth Rock
    Splash Plate
    Spooky Plate
    Sticky Barb
    Stone Plate
    Toxic Orb
    Toxic Plate
    Wave Incense
    Wide lens
    Wise Glasses
    Zap Plate
    Zoom Lens

    Berries (open)
    Occa Berry
    Passho Berry
    Wacan Berry
    Rindo Berry
    Yache Berry
    Chople Berry
    Kebia Berry
    Shuca Berry
    Coba Berry
    Payapa Berry
    Tanga Berry
    Charti Berry
    Kasib Berry
    Haban Berry
    Colbur Berry
    Babiri Berry
    Chilan Berry
    Micle Berry
    Custap Berry
    Jaboca Berry
    Rowap Berry

    It should also be noted that the Enigma Berry is different in DPP than it is in RSE.

    Enigma Berry becomes an E-Reader Berry in RSE, but is a standard Berry in DPP that recovers HP when the target is hit by any super effective attack.
    Mail (DPP) (open)
    Air Mail
    Bloom Mail
    Brick Mail
    Bubble Mail
    Flame mail
    Grass Mail
    Heart Mail
    Mosaic Mail
    Snow Mail
    Space Mail
    Steel Mail
    Tunnel Mail

    Mail (RSE) (open)
    Bead Mail
    Dream Mail
    Fab Mail
    Glitter Mail
    Harbor Mail
    Mech Mail
    Orange Mail
    Retro Mail
    Shadow Mail
    Tropic Mail
    Wave Mail
    Wood Mail
  25. Super

    Super This space for rent
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    I wanted to mention, for the sake of this, that there is a moves.xml and moves.js in the resources folder of the SB2 server. It should be very, very easy to go and make changes to moves and what they do, tedious more than anything else. There are also species and item files for the same purpose, so the only thing I see that may have some difficulty are the mechanics, which might have some files floating around and if not, Colin should be able to move more "mechanics stuff" to the text files.

    EDIT: Or you can find where it is in the source and make the appropriate changes, but it'd be honestly better if you only had to change the text files to make it work from a purist point of view.

    EDIT2: Sorry I can't be of any real use, but I remember something being mentioned about explosion ending the turn or not, some different behavior. Probably someone will remember what I meant.

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